Also, it's not because one likes TB over RTwP that we'd want everything to be TB. I very much like RT without pause and action gameplay. They're just different systems with their respective strengths, and the character and combat system must designed to take advantage of those strengths and not play into their flaws. RTwP is trying to combine the tactical depth of TB with the fluidity of RT, but as it happens they're antithetical so it ends up just being the worst of both worlds, unless it's just basically an RT game with occasional pause.
There are things that TB cannot do that RT(wP) can. For example, if I want my archer to take the high ground, my fighter to charge forward and my cleric to start casting a spell, in TB that takes 3+ turns (probably at least 15 seconds) and it flows in a fragmented path. It does not maintain verisimilitude and, more importantly, it does not replicate the complexity of a real tactical situation. RTwP avoids
fragmentation of the timeline; if I order my party to execute a certain tactical plan, the archer, the fighter and the cleric will all begin to enact their individual parts of that plan simultaneously
and the enemies will all enact their chosen plan simultaneously.
After fragmentation of the timeline, and following from it,
disruption is the second idea RTwP can handle better than TB. If there is a disruption that needs to be addressed, it occurs
at the same time for all of my party members
and all of the enemies. Suppose I formulate the above tactical plan in a TB game and the initiative looks like this: Archer -> Enemy1 -> Enemy2 -> Fighter -> Enemy3 -> Cleric. By the time any of the enemies have acted, my archer has already completed one 'round' worth of his part of the plan. Now, in an asynchronous twist, all enemy moves can now take into account the move of my archer, and then after Enemy 1 & 2 move, the plan of my fighter and cleric can take into account the moves of those enemies. This is not just an argument from simulation or realism, but a statement that the tactical experience is fundamentally different in TB and it lacks a certain complexity by fragmenting our tactical choices into bite sized pieces.
Both of these things can also be addressed with simultaneous turn-based combat. I have not played any games that do this system well, though maybe Flamberge will when it is out of early access. I might actually prefer simultaneous turn-based to RTwP, but I do prefer RTwP to TB, if all other systems are of equal merit. My preference listing for combat systems in RPGs is roughly: RTwP > tactical/strategy TB > TB (like JRPGs). I can enjoy all of them, though.